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motion-design

Applies motion design principles to create emotionally-driven, technically sound animations and transitions. Provides timing, easing, choreography, and Disney animation principles adapted for UI. Use when creating animations, transitions, micro-interactions, loading states, page transitions, scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring, or any animation system.

前端开发2kskills/motion-design/SKILL.md

安装

把这段话发给 Claude Code、Codex 或 Cursor。智能体会先检查安全性,你确认后才安装。

读取 https://funcoding.ai/skills/lottiefiles/motion-design-skill/motion-design/install.md ,按里面的步骤帮我安装这个 Skill。

SKILL.md

Motion Design Skill

When to Apply

Use this skill when:

  • Creating UI animations (buttons, cards, modals, page transitions)
  • Designing micro-interactions and feedback animations
  • Building loading, success, or error states
  • Animating illustrations or decorative elements
  • Planning scroll-triggered or progress-based animations
  • Establishing brand motion identity
  • Choreographing multi-element sequences

Decision tree:

  1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness
  2. Does it express brand personality? → Motion Personality archetypes
  3. Does it tell a story or guide attention? → Disney principles + choreography
  4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns

Quick Reference: 8-Step Checklist

Before creating any animation:

  1. Emotional target? — joy, calm, urgency, elegance
  2. Motion Personality? — Playful, Premium, Corporate, Energetic
  3. Primary property? — position, scale, rotation, opacity
  4. Duration? — see duration table below
  5. Easing family? — entrance=decelerate, exit=accelerate
  6. Hero element? — apply staging principles
  7. Secondary + ambient layers? — add richness
  8. 1/3 rules? — motion distance, simultaneous elements

Three Pillars (CRITICAL)

Every animation must satisfy three pillars before any technical decisions:

PillarQuestionDrives
Emotional IntentWhat should the viewer FEEL?Easing, timing, amplitude
Visual NarrativeWhat's the micro-story?Setup → Action → Resolution
Motion CraftHow do we make it believable?Physics, secondary motion, paths

Three motion layers (flat animation = missing layers):

  • Primary: Main action the viewer follows
  • Secondary: Supporting richness (shadows, icons shifting)
  • Ambient: Background life (gradients, subtle pulses)

Deep dive: director/core-philosophy.md


Motion Personality

Select ONE archetype per project. Apply consistently.

ArchetypeDurationEasingOvershootKeywords
Playful150-300msease-out-back10-20%fun, whimsical, bouncy, cute
Premium350-600mscubic-bezier(0.4,0,0.2,1)0%elegant, minimal, luxury, sophisticated
Corporate200-400mscubic-bezier(0.2,0,0,1)0-3%clean, professional, business, dashboard
Energetic100-250msease-out-expo15-30%dynamic, energetic, bold, exciting

Default: Corporate for UI, Playful for illustrations.

Brand Motion Identity — define three constants:

  1. Signature easing: One curve for 80% of animations
  2. Duration palette: 3 durations (quick / standard / slow)
  3. Entrance pattern: One consistent entry style

Deep dive: director/motion-personality.md


Property Selection

Effect GoalPrimary PropertySecondary Properties
Entrance/Exitpositionopacity, scale
Emphasis/Attentionscalerotation (subtle), opacity pulse
State Changeopacity, colorscale (press feedback)
Direction/Flowpositionrotation (follow path)
Depth/3D Feelscale + shadowposition (parallax)
Loading/Progressrotation (spinner)scale, opacity pulse
Successscale (pop)color, rotation (checkmark draw)
Error/Alertposition (shake)color, rotation (wobble)

Simplicity threshold: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming.

Deep dive: reference/property-selection.md


Duration Table

Element TypeDurationRationale
Tooltip / micro-feedback80-120msMust feel instant
Button press / toggle120-180msResponsive feedback
Icon transition150-250msClear state change
Card enter / exit200-350msSpatial awareness
Modal / dialog300-400msFocus shift
Page transition400-600msContext switch
Dramatic reveal600-1200msTheatrical build

Distance scales duration: 100px = base. 200px = 1.3x. 400px = 1.6x.

Enter > Exit: Entrances 30-50% longer than exits. Users care about what appears.

Interactive feedback:

  • Hover: <100ms
  • Press: <150ms
  • Release/settle: 200-300ms
  • Error shake: 300-400ms (2-3 oscillations)

Deep dive: reference/timing-easing-tables.md


Easing Selection

Directional rules:

  • Entrance → decelerate (fast start, gentle landing): ease-out family
  • Exit → accelerate (gentle start, fast departure): ease-in family
  • On-screen → smooth both ends: ease-in-out family
  • Looping ambient → seamless: sine-based ease-in-out

Industry standards:

StandardCubic BezierUse For
Material Design 3(0.2, 0, 0, 1)Default on-screen
MD3 Emphasized(0.05, 0.7, 0.1, 1)Entrances, attention
MD3 Accelerate(0.3, 0, 1, 1)Exits, dismissals
Apple HIG(0.25, 0.1, 0.25, 1)Standard iOS
Snappy UI(0.2, 0, 0, 1)Fast, decisive
Gentle float(0.4, 0, 0.2, 1)Ambient, background
Bounce settle(0.175, 0.885, 0.32, 1.275)Overshoot, playful

Material-based easing:

MaterialDuration ScaleOvershoot
Rigid (metal, stone)1.2x0%
Elastic (rubber, gel)0.8x15-25%
Fluid (water, paint)1.5x5%
Paper (cards, sheets)1.0x3-5%
Gas (smoke, fog)2.0x0%
Glass (brittle)0.9x0%

Deep dive: reference/timing-easing-tables.md


Common Patterns

Button Press (Playful)

  1. Anticipation: Scale to 0.97 (50ms, ease-out)
  2. Squash: Scale to [1.04, 0.96] (100ms, ease-in)
  3. Follow through: Overshoots to 1.02, settles to 1.0 (spring, 200ms)
  4. Secondary: Shadow shrinks during press, icon shifts down 2px
  5. Total: ~150ms press + 200ms settle

Card Entrance (Premium)

  1. Start: 20px below target, opacity 0
  2. Path: Slight curve (10px X offset at midpoint)
  3. Easing: ease-out-cubic deceleration
  4. Follow through: Shadow arrives 50ms after card
  5. Secondary: Content fades in 100ms after card lands
  6. Staging: Other cards dim to 80%

Success State (Playful)

  1. Primary: Scale pop with ease-out-back
  2. Secondary: Checkmark draws in
  3. Ambient: Subtle particle burst
  4. Color: Green fill
  5. Total: 300-400ms

Error Shake (Corporate)

  1. Primary: Position oscillates 2-3 times, ±10-15px horizontal
  2. Easing: ease-in-out for sharp stops
  3. Color: Red tint
  4. Total: 300-400ms
  5. No overshoot: Errors feel firm

More patterns: patterns/entrance-exit.md | patterns/state-feedback.md


Choreography Essentials

Coordinated entry:

  • Lead with the hero — primary element enters first or most prominently
  • Spatial consistency — all elements enter from same direction
  • Counter-motion — hero moves right → ambient moves left at 20-30% speed

1/3 Rule (distance): No motion travels more than 1/3 of screen without a keyframe change.

1/3 Rule (elements): With 3+ elements, no more than 1/3 in active motion simultaneously.

Stagger budgets:

PatternDelayTotal BudgetUse Case
Micro cascade20-40ms<200msList items, grid cells
Standard50-100ms<400msCards, panels, nav
Dramatic100-200ms<600msHero sections
Wave30-60ms<500msData visualizations

Critical: Total stagger must stay under 500ms.

Deep dive: director/choreography.md


Emotion-to-Motion Map

EmotionCharacterPathEasingDuration
JoyBouncy, arcsCurved, upwardease-out-back200-400ms
CalmSmooth, flowingGentle curvessine ease-in-out500-1000ms
UrgencySharp, fastStraight linesease-out100-200ms
SadnessSlow, downwardDrooping curvescubic ease-in-out600-1200ms
SurpriseSudden, expandingRadial outwardease-out-expo150-300ms
EleganceSlow, controlledLong arcs(0.4,0,0.2,1)400-700ms
PlayfulnessBouncy, irregularArcs, squigglyease-out-back200-350ms

Path as language: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress.

Deep dive: director/emotion-mapping.md


Weight Classification

WeightExamplesDurationOvershootEasing
HeavyModals, overlays300-500ms0%Gentle, high damping
MediumCards, panels200-350ms3-5%Moderate
LightTooltips, badges, icons80-200ms5-15%Responsive

Quality Rules

CRITICAL — never break

  1. Never linear for spatial movement — always use easing curves (linear only for spinners, progress bars)
  2. Never opacity-only for important state changes — combine with position or scale
  3. Never exceed 1/3 screen without intermediate keyframe
  4. Always three motion layers — primary + secondary + ambient

HIGH — strongly follow

  1. Match duration to element type (see tables)
  2. Use directional easing (ease-out entrance, ease-in exit)
  3. Apply Disney principles (especially anticipation, follow-through)
  4. Maintain consistent personality across scene

Full checklist: reference/quality-checklist.md


Troubleshooting Quick Reference

ProblemLikely CauseFix
Looks roboticLinear easing or no arcsAdd easing curves + arc paths
Feels too slowDuration too long for element typeCheck duration table, use ease-out
Feels cheap/flatMissing secondary + ambientAdd shadow motion + background life
Too distractingToo many elements movingApply 1/3 rule, reduce amplitude
No personalityGeneric easing everywhereApply personality archetype consistently

Deep dive: reference/troubleshooting.md


File Reference

Philosophy (director/):

Reference (reference/):

Patterns (patterns/):

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